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"height":32, + "id":14, + "name":"TREE1", + "rotation":0, + "visible":true, + "width":32, + "x":2142, + "y":1463 + }, + { + "class":"PROP", + "height":32, + "id":15, + "name":"ROCK0", + "rotation":0, + "visible":true, + "width":32, + "x":544, + "y":338.666666666667 + }, + { + "class":"", + "height":32, + "id":16, + "name":"Skeleton", + "rotation":0, + "visible":true, + "width":32, + "x":1436, + "y":478 }], "opacity":1, "type":"objectgroup", @@ -490,7 +523,7 @@ "y":0 }], "nextlayerid":5, - "nextobjectid":14, + "nextobjectid":17, "orientation":"orthogonal", "renderorder":"right-down", "tiledversion":"1.9.2", diff --git a/codegen.c b/codegen.c index 928b3bd..d387621 100644 --- a/codegen.c +++ b/codegen.c @@ -404,7 +404,7 @@ int main(int argc, char **argv) { } fprintf(output, "}; // prompt table\n"); - fprintf(output, "typedef enum ItemKind {\nITEM_nothing,\n"); + fprintf(output, "typedef enum ItemKind {\nITEM_none,\n"); BUFF_ITER(MD_Node*, &items) { fprintf(output, "ITEM_%.*s,\n", MD_S8VArg((*it)->string)); diff --git a/elements.mdesk b/elements.mdesk index 81c75c0..ca66468 100644 --- a/elements.mdesk +++ b/elements.mdesk @@ -21,8 +21,8 @@ actions: @character OldMan: { - name: "Fredrick the Wise", - prompt: "Fredrick is the NPC. An old man, he's lived around these parts for decades. He's wise in the art of life, and knows what's going on in the game: general death is in town, in the wrong, and must be stopped." + name: "Fredrick", + prompt: "Fredrick is the NPC. Fredrick, an ancient geezer passed his prime, has lived in the town of Worchen for as long as he can remember. His many adventures brought him great wisdom about the beauties of life. Now his precious town is under threat, General Death is leading the charge and he's out for blood.", } @character Blocky: diff --git a/main.c b/main.c index 8af9da7..b834901 100644 --- a/main.c +++ b/main.c @@ -454,6 +454,12 @@ Vec2 rotate_counter_clockwise(Vec2 v) return V2(-v.Y, v.X); } +Vec2 rotate_clockwise(Vec2 v) +{ + return V2(v.y, -v.x); +} + + Vec2 aabb_center(AABB aabb) { return MulV2F(AddV2(aabb.upper_left, aabb.lower_right), 0.5f); @@ -543,7 +549,7 @@ typedef struct GameState { } GameState; GameState gs = {0}; double unprocessed_gameplay_time = 0.0; -#define MINIMUM_TIMESTEP (1.0/7.0) +#define MINIMUM_TIMESTEP (1.0/60.0) EntityRef frome(Entity *e) { @@ -679,7 +685,7 @@ void end_text_input(char *what_player_said) Entity *talking = gete(player->talking_to); assert(talking); - ItemKind player_holding = ITEM_nothing; + ItemKind player_holding = ITEM_none; if(gete(player->holding_item) != 0) { player_holding = gete(player->holding_item)->item_kind; @@ -2169,28 +2175,41 @@ bool mouse_frozen = false; #endif void frame(void) { - PROFILE_SCOPE("frame") + // elapsed_time + double dt_double = 0.0; { + dt_double = stm_sec(stm_diff(stm_now(), last_frame_time)); + dt_double = fmin(dt_double, 5.0 / 60.0); // clamp dt at maximum 5 frames, avoid super huge dt + elapsed_time += dt_double; + last_frame_time = stm_now(); + } + float dt = (float)dt_double; + + #if 0 - { - sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height()); - sg_apply_pipeline(state.pip); + { + printf("Frametime: %.1f ms\n", dt*1000.0); + sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height()); + sg_apply_pipeline(state.pip); - //colorquad(false, quad_at(V2(0.0, 100.0), V2(100.0f, 100.0f)), RED); - sg_image img = image_white_square; - AABB region = full_region(img); - //region.lower_right.X *= 0.5f; - draw_quad((DrawParams){false,quad_at(V2(0.0, 100.0), V2(100.0f, 100.0f)), img, region, WHITE}); + //colorquad(false, quad_at(V2(0.0, 100.0), V2(100.0f, 100.0f)), RED); + sg_image img = image_white_square; + AABB region = full_region(img); + //region.lower_right.X *= 0.5f; + draw_quad((DrawParams){false,quad_at(V2(0.0, 100.0), V2(100.0f, 100.0f)), img, region, WHITE}); - flush_quad_batch(); - sg_end_pass(); - sg_commit(); - reset(&scratch); - } - return; + flush_quad_batch(); + sg_end_pass(); + sg_commit(); + reset(&scratch); + } + return; #endif + PROFILE_SCOPE("frame") + { + #ifdef DESKTOP if(!receiving_text_input && in_dialog()) { @@ -2211,15 +2230,6 @@ void frame(void) uint64_t time_start_frame = stm_now(); - // elapsed_time - double dt_double = 0.0; - { - dt_double = stm_sec(stm_diff(stm_now(), last_frame_time)); - dt_double = fmin(dt_double, 5.0 / 60.0); // clamp dt at maximum 5 frames, avoid super huge dt - elapsed_time += dt_double; - last_frame_time = stm_now(); - } - float dt = (float)dt_double; Vec2 movement = {0}; bool attack = false; @@ -2433,11 +2443,26 @@ void frame(void) if(it->standing == STANDING_FIGHTING || it->standing == STANDING_JOINED) { Entity *targeting = player; + Vec2 to_player = NormV2(SubV2(targeting->pos, it->pos)); - Vec2 target_vel = NormV2(AddV2(rotate_counter_clockwise(to_player), MulV2F(to_player, 0.5f))); + Vec2 rotate_direction; + if(it->direction_of_spiral_pattern) + { + rotate_direction = rotate_counter_clockwise(to_player); + } + else + { + rotate_direction = rotate_clockwise(to_player); + } + Vec2 target_vel = NormV2(AddV2(rotate_direction, MulV2F(to_player, 0.5f))); target_vel = MulV2F(target_vel, 3.0f); it->vel = LerpV2(it->vel, 15.0f * dt, target_vel); - it->pos = move_and_slide((MoveSlideParams){it, it->pos, MulV2F(it->vel, pixels_per_meter * dt)}); + CollisionInfo col = {0}; + it->pos = move_and_slide((MoveSlideParams){it, it->pos, MulV2F(it->vel, pixels_per_meter * dt), .col_info_out = &col}); + if(col.happened) + { + it->direction_of_spiral_pattern = !it->direction_of_spiral_pattern; + } if(it->standing == STANDING_FIGHTING) { @@ -2707,7 +2732,7 @@ void frame(void) } else { - SAY(ACT_fights_player, "I am an NPC"); + SAY(ACT_joins_player, "I am an NPC"); } Perception p = {0}; assert(parse_ai_response(it, mocked_ai_response.data, &p)); @@ -3131,6 +3156,11 @@ void frame(void) Vec2 prop_size = V2(128.0f, 192.0f); d = ((DrawParams){true, quad_centered(AddV2(it->pos, V2(-2.5f, 70.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(385.0f, 479.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 20.0f))), .alpha_clip_threshold = 0.4f}); } + else if(it->prop_kind == ROCK0) + { + Vec2 prop_size = V2(30.0f, 22.0f); + d = (DrawParams){true, quad_centered(AddV2(it->pos, V2(0.0f, 25.0)), prop_size), image_props_atlas, aabb_at_yplusdown(V2(66.0f, 235.0f), prop_size), WHITE, .y_coord_sorting = y_coord_sorting_at(AddV2(it->pos, V2(0.0f, 0.0f))), .alpha_clip_threshold = 0.7f}; + } else { assert(false); diff --git a/makeprompt.h b/makeprompt.h index 7d3fee3..b70b1d6 100644 --- a/makeprompt.h +++ b/makeprompt.h @@ -26,6 +26,7 @@ typedef enum PerceptionType PlayerAction, PlayerDialog, NPCDialog, // includes an npc action in every npc dialog. So it's often nothing + EnemyAction, // An enemy performed an action against the NPC PlayerHeldItemChanged, } PerceptionType; @@ -48,6 +49,9 @@ typedef struct Perception Sentence npc_dialog; }; + // enemy action + Action enemy_action_type; + // player holding item. MUST precede any perceptions which come after the player is holding the item ItemKind holding; }; @@ -58,6 +62,7 @@ typedef enum PropKind TREE0, TREE1, TREE2, + ROCK0, } PropKind; typedef struct EntityRef @@ -112,6 +117,7 @@ typedef struct Entity bool is_npc; bool perceptions_dirty; BUFF(Perception, REMEMBERED_PERCEPTIONS) remembered_perceptions; + bool direction_of_spiral_pattern; double character_say_timer; int characters_said; NPCPlayerStanding standing; @@ -276,7 +282,7 @@ void generate_prompt(Entity *it, PromptBuff *into) printf_buff(into, "%s", "\n"); // item prompt - if(it->last_seen_holding_kind != ITEM_nothing) + if(it->last_seen_holding_kind != ITEM_none) { assert(it->last_seen_holding_kind < ARRLEN(item_prompt_table)); printf_buff(into, "%s", item_prompt_table[it->last_seen_holding_kind]); @@ -295,7 +301,7 @@ void generate_prompt(Entity *it, PromptBuff *into) printf_buff(into, "%s", "]\n"); Entity *e = it; - ItemKind last_holding = ITEM_nothing; + ItemKind last_holding = ITEM_none; BUFF_ITER(Perception, &e->remembered_perceptions) { if(it->type == PlayerAction) @@ -303,6 +309,11 @@ void generate_prompt(Entity *it, PromptBuff *into) assert(it->player_action_type < ARRLEN(action_strings)); printf_buff(into, "Player: ACT %s \n", action_strings[it->player_action_type]); } + else if(it->type == EnemyAction) + { + assert(it->enemy_action_type < ARRLEN(action_strings)); + printf_buff(into, "An Enemy: ACT %s \n", action_strings[it->player_action_type]); + } else if(it->type == PlayerDialog) { printf_buff(into, "%s", "Player: \""); @@ -317,12 +328,12 @@ void generate_prompt(Entity *it, PromptBuff *into) { if(last_holding != it->holding) { - if(last_holding != ITEM_nothing) + if(last_holding != ITEM_none) { printf_buff(into, "%s", item_discard_message_table[last_holding]); printf_buff(into, "%s", "\n"); } - if(it->holding != ITEM_nothing) + if(it->holding != ITEM_none) { printf_buff(into, "%s", item_possess_message_table[it->holding]); printf_buff(into, "%s", "\n"); diff --git a/maketraining.c b/maketraining.c index 38e32bf..5a6ed10 100644 --- a/maketraining.c +++ b/maketraining.c @@ -59,7 +59,7 @@ TrainingSample samples[] = { .perceptions = { PlayerSay("hey"), NPCSay("I'm just standing here, what are you doing?"), - PlayerItemChange(ITEM_nothing), + PlayerItemChange(ITEM_none), PlayerSay("nothing much"), NPCSay("You don't have a tripod."), PlayerSay("True"), @@ -169,6 +169,30 @@ TrainingSample samples[] = { NPCDoSay(ACT_fights_player, "Although I stood here before, today I move and FIGHT!"), }, }, + { + .npc_kind = NPC_Blocky, + .perceptions = { + PlayerItemChange(ITEM_Tripod), + PlayerSay("Move out of the way"), + NPCDoSay(ACT_none, "The tripod...Of course my liege."), + PlayerSay("Thanks"), + NPCDoSay(ACT_none, "My pleasure"), + PlayerAct(ACT_hits_npc), + NPCSay("How could you do such a thing? After the tripod as well"), + PlayerItemChange(ITEM_none), + PlayerSay("You suck"), + NPCDoSay(ACT_fights_player, "That's it"), + }, + }, + { + .npc_kind = NPC_OldMan, + .perceptions = { + PlayerSay("joins_player index"), + NPCSay("What does that even mean? Are you crazy?"), + PlayerSay("Please join my party"), + NPCDoSay(ACT_joins_player, "You're a little strange, but anything to help defeat death!"), + }, + }, }; diff --git a/todo.txt b/todo.txt index fb221c8..34fc27a 100644 --- a/todo.txt +++ b/todo.txt @@ -13,10 +13,13 @@ DON'T NEED - Old man in beginning is invincible - Make map better, add new characters/items from fate - Animate text characters coming in - Instead of roll animation, 5 sprite long trail of past moves for juice + - Enemy hitting NPC is enemy perception not player peception of player hitting them + - GodRock spawns skeletons like a boss when he fights you - Sword combat for sword npcs - Third button for dialog/item stuff, not roll button. E on desktop. Touchscreen button only visible when appropriate to let player know what it's for DONE - Fade dialog with distance DONE - Make vignette in front + - Clamp camera to boundaries of level - Ignore keyrepeat events - Remove control attack key as devtools - Particle fx and sound fx for when hit diff --git a/web_template.html b/web_template.html index ce2a9ae..f5999d5 100644 --- a/web_template.html +++ b/web_template.html @@ -72,10 +72,13 @@ body { outline: none; } -#inputbutton { +#inputbuttondiv { bottom: 0; margin-bottom: 10%; position: absolute; +} + +#inputbutton { font-family: Arial; font-size: 3em; } @@ -171,7 +174,10 @@ body {
+
+ +
@@ -353,6 +359,12 @@ function load_all() { } } +function end_without_saying() +{ + document.getElementById("inputtext").value = ""; + end_dialog(); +} + function on_textarea_key(event) { let final_textarea_string = ""; let cur_textarea_string = document.getElementById("inputtext").value; @@ -374,6 +386,7 @@ function on_textarea_key(event) { document.getElementById("inputtext").value = ""; should_end = true; } + // have a boolean flag here and call it once so the game's end dialog function isn't called twice if(should_end) end_dialog(); }